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Made in us
Preacher of the Emperor






I redesigned the Knight Angelus as per Dog of War's and Grey Templar's advice: Wings of Light only move 18" now, but on the other hand Pillar of Fire is a Large Blast that fires automatically whenever you Deep Strike, move, or charge....even if friendly models are in the way. Also I rewrote the Force Organization rules so it can be part of a regular IK army.

[UPDATE: The final (?) version of this unit -- and two dozen others -- are now in my Sororitas fandex/expandnex]

Revised rules below for critique & comment:

Knight Angelus: 525 points
WS:4 BS:4 S:10 Armour:13/12/12 I:4 A:3 HP:6

Background:
Spoiler:

Some Knight Houses swear fealty directly to the Imperium, others to the Adeptus Mechanicus, but a few devote themselves to the Ecclesiarchy. For their piety and fealty, these holy warriors are rewarded with a unique pattern of Knight: the Angelus.
At rest, the Knight Angelus merely seems more streamlined and elegant than conventional Knights, as well as more lightly armed. Only the telltale exhaust tubes of jump jets betray its unique nature. When the Knight Angelus activates for battle, however, from its back unfold enormous shimmering fields of energy. These Wings of Light allow the Knight Angelus to fly for brief periods or even to leap from a low-orbiting spacecraft onto the very head of the infidel, using its jump jet exhaust to burn and its sheer mass to smash.
The Angelus' unique technology has a weakness, however: The arcane generators that project the Wings of Light are the same that produce the Knight's Ion Shield -- but they cannot generate both at once. Thus at any given moment, the pilot must choose between mobility and defense.[/i]


Rules:
Spoiler:

Force Organization:
A Knight Angelus is a Lord of War for a Codex:Adepta Sororitas army.
Knights Angelus may be chosen as part of a Codex: Imperial Knights army as you would other types of Knight. However, owing to their rarity in the 41st Millennium, you may not have more Knights Angelus in your army than you have Knights of other kinds.

Unit Type: vehicle (super-heavy walker)
Unit Composition: 1 Knight-Angelus

Wargear:
Heavy Bolter
Reaper Chainsword (melee, S, AP2)
Ion Shield (see Knight rules)

Pillar of Fire
Range:0" S:7 AP:3 Ordnance 1, Large Blast, Jump Jet Exhaust
Jump Jet Exhaust: The Pillar of Fire is simply the fiery exhaust of the Angelus's jump jets, directed as a weapon. This has three effects:
1) The Pillar of Fire has the Ignores Cover, Wall of Death, and No Escape rules as if it were a Template weapon, even though it does not use a template.
2) When firing, place the Large Blast marker touching or overlapping the Knight's base. You must place the marker over friendly models if you cannot avoid doing so. Then roll for scatter as normal (obstacles may deflect the blast in unexpected directions).
3) When the Knight Angelus uses its Wings of Light (below) to Deep Strike, it must make a Pillar of Fire attack immediately on landing (see Hammer of Heaven, below). When the Knight uses its Wings of Light to move or charge, it must make one Pillar of Fire attack before the move or charge and a second immediately after.
The Pillar of Fire may also fire normally during the Shooting Phase or as Overwatch, which does not affect its ability to make the special attacks above or to use its Wings of Light: There is plenty of fuel to burn, and the Knight can vent it without moving if desired.

Wings of Light:
The Knight Angelus may use its Wings of Light once per turn to do one and only one of the following:
- to enter play by Deep Strike (once per game, obviously!), after which it must make a Pillar of Fire Attack (see Hammer of Heaven, below); or
- during the Movement Phase, to make a Pillar of Fire attack, move up to 18", and then make a second Pillar of Fire attack;
- during the Assault Phase, to make a Pillar of Fire attack, make its charge move -- rerolling the distance if desired -- and then to make another Pillar of Fire attack, which is resolved before assault.
While using the Wings of Light, the Knight Angelus can move over all other models and all terrain freely. However, it cannot end its move on top of other models and can only end its move on top of impassable terrain if it is actually possible to place the model on top of it.
However, whenever the Knight Angelus uses its Wings of Light, it may not use its Ion Shield until its after its next Movement Phase.

Special Rules:
Deep Strike
Shield of Faith

Hammer of Heaven:
When the Knight Angelus enters play by Deep Strike, it suffers a mishap as normal if it lands on top of or within 1" of a Gargantuan Creature, Super-Heavy Vehicle, or Super-Heavy Walker.
However, if the Knight lands on top of or within 1" of any other unit, the Knight does not mishap. Instead, it immediately makes, first, a Pillar of Fire attack, and, second, a Stomp attack on the unit(s) within 1". Once both attacks are resolved, the Knight is then immediately moved the minimum distance so as to be no longer within 1" of any surviving model. Note the Knight must make these attacks even if the units landed on are friendly.
A Knight Angelus suffers a mishap as normal if it lands on top of impassible terrain or partially or wholly of the board.

Limited Power:
whenever the Knight Angelus uses its Wings of Light, it may not use its Ion Shield until its after its next Movement Phase.



Design Notes

Spoiler:


I'm using Ovion's costing rules, but since his are calibrated for normal vehicles, not Super Heavies, I'm multiplying all the costs by three.



So, starting with a Knight Paladin:



REPLACE

2 Heavy Stubbers w/ 1 heavy bolter: +/-0



Rapid-Fire Battle Cannon (72" S:8 AP:3 Ordnance 2, Large Blast) with

Pillar of Fire: 0" S:7 AP:3 Ordnance 1, Large Blast, Barrage, Ignores Cover, Wall Of Death, No Escape, Jump Jet Exhaust) -- you lose 72" of range (!) and 1 shot (unless you're jumping) but gain the 3 special rules normally associated with Template weapons: let's call it a wash, though I could argue it's a much less versatile weapon.



ADD

1) Wings of Light & Deep Strike:

- basically a Jump Unit, albeit without Hammer of Wrath (15 pts normally, x3 for Superheavy): +45

- wait, vehicles can't normally be Jump Units! (10 pts x3): +30

2) Hammer of Heaven:

- Partially immune to Deep Strike mishaps (10 pts x3): +30

- Holy feth, can ATTACK on a Deep Strike? (10 pts x3): +30

3) Shield of Faith, which gives you a 6++ whenever you can't use the Ion Shield's 4++ instead, as well as Adamantium Will in case some one decides to try a psychic power on a super-heavy for some reason (10 pts x3): +30



SUBTRACT:

Limited Power: a major restriction on its Ion Shield: -20



Net: +145 points
145 + 375 = 520, round up to a tidy 525


This message was edited 2 times. Last update was at 2014/12/22 03:50:36


BURN IT DOWN BURN IT DOWN BABY BURN IT DOWN

 Psienesis wrote:
Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.

I’m updating that fandex now & I’m eager for feedback on new home-brew units for the Sisters: Sororitas Bikers, infiltrators & Novices, tanks, flyers, characters, superheavies, Frateris Militia, and now Confessors and Battle Conclave characters
My Novice Ginevra stories start with Bolter B-Word Privileges 
   
Made in us
Ship's Officer





Reading, UK

I think using the Large Blast is a good balance between the tiny flamer Template and a ridiculously huge Apocalypse Blast (which I was contemplating).

Having it scatter gives a bit of randomness (and fairness) to the entire operation, which I definitely like. It also helps balance the fact that you're basically getting to shoot it twice in the movement phase or assault phase, albeit at what is essentially melee range.

Considering the Rapid Fire Battlecannon shoots twice at S8 AP3 Large Blast, I don't think it's overpowered, even if it does have Ignores Cover and No Escape.

I don't believe Superheavy Walkers can fire Overwatch at all, so might want to take out the Wall of Death rule, unless you want to make that a unique aspect of this variant.

I'm sure others will have a few tweaks to suggest, but I really like the concept and I'd love to see someone create one for the tabletop!

DoW

"War. War never changes." - Fallout

4000pts
3000pts
1000pts
2500pts 
   
Made in us
Preacher of the Emperor






Thanks. Good catch on Overwatch -- I was thinking about regular Walkers. And I think this thing breaks enough rules already (deep striking superheavy that shoots when it moves!) that giving it Overwatch too would be OTT, as well as implying a level of quick reaction to enemy charges that's "unrealistic," whatever that means in a 40K context.

Trying to get back on topic-ish for the thread, how would the Angelus fit into an all-Knight army given the new variety of options we're getting from Forgeworld?

BURN IT DOWN BURN IT DOWN BABY BURN IT DOWN

 Psienesis wrote:
Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.

I’m updating that fandex now & I’m eager for feedback on new home-brew units for the Sisters: Sororitas Bikers, infiltrators & Novices, tanks, flyers, characters, superheavies, Frateris Militia, and now Confessors and Battle Conclave characters
My Novice Ginevra stories start with Bolter B-Word Privileges 
   
 
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